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Custom Spells Balancing


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17 réponses à ce sujet

#1
jestemwlodek

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I created a spell which is basically a "mass keen edge spell" and I was wondering what level should it be...

 

This made think - is there any pathfinder-like site that could help giving my spells the right level based on their damage/effects? So that I don't create an OP spell by accident?



#2
kevL

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L4 ?

maybe 3

#3
kamal_

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A level bump equal to the other Mass.... spells versus their base spell?



#4
rjshae

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Mass Bull's Strength is a 6th level spell; Bull's Strength is 2nd level. Mass Charm Monster is an 8th level spell; Charm Monster is 4th. Looks like +4 levels, or level 7 since Keen Edge is 3rd level.


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#5
jestemwlodek

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That's how I was calculating it in the beginning - I went for lvl 7 initially since my spell applies to all weapon types. I guess I gonna see during the test playthroughs how balanced it is... Here's another one though: a spell that fires 1 projectile for every 3 caster levels - each does 5d6 piercing damage. No reflex save, but each projectile hit has to be a successful ranged touch attack. I treated it as an empowered flame arrow and gave it level 6. What do you think?



#6
kevL

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a way to check if a spell (etc.) is overpowered: if you always go for it.

Stoneskin, for example. I always take it. Stoneskin? take it. take it multiple times ...


just play the game, and if you always take it it's overpowered.

Reverse that to see if something is underpowered. (caveats apply, like undead-specific spells in an undead dungeon.)

#7
rjshae

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I never had much use for Keen Edge. It's primarily benefit is for crafting purposes. The spell has no effect on blunt weapons and only limited benefit with ranged weapons. Hence it's typically only going to benefit 1-2 characters in your party. I'd rather use a 7th level spell on Mord's sword.

 

That's how I was calculating it in the beginning - I went for lvl 7 initially since my spell applies to all weapon types. I guess I gonna see during the test playthroughs how balanced it is... Here's another one though: a spell that fires 1 projectile for every 3 caster levels - each does 5d6 piercing damage. No reflex save, but each projectile hit has to be a successful ranged touch attack. I treated it as an empowered flame arrow and gave it level 6. What do you think?

 

A 6th level spell equals an 11th level character, so at 12th level you get four 5d6 missiles. Compare to chain lightning: 12d6 damage to the primary plus six half damage (6d6) secondary bolts. Then again, four 5d6 missiles can be individually targeted so that's good, and you can potentially throw 20d6 at one target.



#8
Dann-J

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I've included usable whetstone items in modules that contain a certain number of Keen Edge charges. I've been trying to think of an equivalent mundane source for a Weapon of Impact spell. Something that creates a temporary case-hardening effect perhaps?

[Edit: it seems there was an 'Oil of Impact' in 2nd edition rules which enhanced blunt weapons temporarily]

 

I certainly wouldn't waste a memorised spell slot on those spells, preferring to take the Improved Critical feat so that the effect is always on (for one weapon type, at least). Or you can just buy (or craft at caster level 5) a Scabbard of Keen edges. I suppose it wouldn't hurt to have a sorcerer, bard or favoured soul take the spells, even if you don't use them very often.



#9
jestemwlodek

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Here's the deal - the spell I made was my shot at implementing Ice Wind Dale's "Executioner's eyes" (I called it "Mercykiller's eyes" since my module takes place in the Outer Planes"). I could't any other way to temporarily broaden the critical threat range, though... 



#10
rjshae

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Hmm, you could call it "Critical Mass" and combine the benefits of Keen Edge with Weapon of Impact. ;)

 

The spell may more attractive to cast if it also gave the weapon a slight +1 (non-magical) damage bonus of the appropriate type (piercing, slashing, or bludgeoning) for the weapon. A non-magic bonus should stack with any magic enchantments, I believe.



#11
jestemwlodek

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Like I said - the spell applies to all weapons. I edited the script so that it doesn't do the weapon type check - it just grants the keen trait no matter what. Dann is right though - Improved Critical makes it kinda useless and I imagine lvl 15 fighters will have that feat...



#12
jestemwlodek

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Also I consider names like "Mass Critical", "Mass Hold Person" or "Mass Greater Generic Spell" extremely lame / annoying. I prefer "old school" spells like "Ignus' Fury", "Executioner's Eyes" or "Nahal's Reckless Dweomer". Just my personal preference :P



#13
rjshae

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My preference would be a naming scheme like: "Flannigans's wonderful means for rendering our implements of war both keen and spiteful", or "Flannigan's spiteful implements" for short. But it would be a tad unwieldy. Maybe a little too 19th century I suppose.



#14
kamal_

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Can we add new metamagics? Then we could have mass x automatically if the existing mass x spells are all base spell +4 levels.



#15
Dann-J

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Executioner's Eyes apparently granted +4 to hit and +4 to the critical range. For the latter, perhaps EffectMaxDamage() would be a better option than the Keen effect? Then it would be effective against critical-immune beasties as well.



#16
jestemwlodek

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My preference would be a naming scheme like: "Flannigans's wonderful means for rendering our implements of war both keen and spiteful", or "Flannigan's spiteful implements" for short. But it would be a tad unwieldy. Maybe a little too 19th century I suppose.

 



#17
jestemwlodek

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Executioner's Eyes apparently granted +4 to hit and +4 to the critical range. For the latter, perhaps EffectMaxDamage() would be a better option than the Keen effect? Then it would be effective against critical-immune beasties as well.

 

I dunno... sound OP as **** even for a 9-lvl spell, unless it's like a short duration power-up... I'm thinking about a temporary massive critical.



#18
Dann-J

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I dunno... sound OP as **** even for a 9-lvl spell, unless it's like a short duration power-up.

 

How could a spell called Executioner's Eye *not* be overpowered? :)

 

I like the sound of a short-duration power-up. You've still got to actually hit your opponents within the window of opportunity (like with True Strike). Granting +4 to attack and maximum attack damage for 9 seconds (three seconds to cast, one round for the effect) would require some well-coordinated party control to get the most out of it. It'd be great for finishing off tough bosses, where the entire party is all targeting the same enemy.